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  • File : 1266003764.png-(267 KB, 393x659, Giantess_color2.png)
    267 KB A Frost Giant is Thee ★ Subprocessor DM 02/12/10(Fri)14:42 No.8050660  
    rolled 2, 3, 6 = 11

    ou are Maya Terrasdottir, a human-turned Frost Giant stuck in a fantasy world of war and magic. You are a defender of the weak. You are a force for good.

    #1: http://suptg.thisisnotatrueending.com/archive/7648044/
    #2: http://suptg.thisisnotatrueending.com/archive/7657405/
    #3: http://suptg.thisisnotatrueending.com/archive/7725747/
    #4: http://suptg.thisisnotatrueending.com/archive/7735825/
    #5: http://suptg.thisisnotatrueending.com/archive/7757289/
    #6: http://suptg.thisisnotatrueending.com/archive/7760828/
    #7: http://suptg.thisisnotatrueending.com/archive/7828305/
    #8: http://suptg.thisisnotatrueending.com/archive/7831571/
    #9: http://suptg.thisisnotatrueending.com/archive/7833144/
    #10: http://suptg.thisisnotatrueending.com/archive/7845823/
    #11: http://suptg.thisisnotatrueending.com/archive/7861503/
    #12: http://suptg.thisisnotatrueending.com/archive/7864234/
    #13: http://suptg.thisisnotatrueending.com/archive/7936458/
    #14: http://suptg.thisisnotatrueending.com/archive/7950962/
    #15: http://suptg.thisisnotatrueending.com/archive/7955181/
    #16: http://suptg.thisisnotatrueending.com/archive/7968446/
    #17: http://suptg.thisisnotatrueending.com/archive/7972055/
    >> ★ Subprocessor DM 02/12/10(Fri)14:44 No.8050686
    rolled 3, 3, 4 = 10

    Unfortunately, suptg's archive is currently down, so I cannot copy the last post from the previous thread.
    >> ★ Subprocessor DM 02/12/10(Fri)14:47 No.8050747
         File1266004076.jpg-(289 KB, 1400x1474, Map2.jpg)
    289 KB
    rolled 3, 2, 2 = 7

    Here is the map, updated with all the latest constructions.
    >> ★ Subprocessor DM 02/12/10(Fri)14:52 No.8050796
         File1266004344.jpg-(288 KB, 710x758, 1265943654004.jpg)
    288 KB
    rolled 3, 4, 3 = 10

    >> Anonymous 02/12/10(Fri)14:59 No.8050904

    We had a construction queue still in the works, didn't we? Or did I miss a thread?
    >> ★ Subprocessor DM 02/12/10(Fri)14:59 No.8050906
         File1266004785.jpg-(504 KB, 1800x2000, 1265404432632.jpg)
    504 KB
    rolled 2, 5, 2 = 9

    >> ★ Subprocessor DM 02/12/10(Fri)15:00 No.8050912
    rolled 6, 2, 5 = 13

    You did.

    Make vegetable garden with Squash, Cabbage, Carrots, or other
    Auto-generate defense tasks like archery training
    Educate the villagers so that the knowledge is self sustainable
    Check swamp for iron deposits, use earth magic to detect shallow deposits in forest, dig them up with ice
    Build up the town to take advantage of the natural resources such as explosion trees and mining
    Build paper (pulp) mill
    Start designing printing press
    Build Bath-House
    Build multi-purpose School Building, Library, Labratory
    Get Sugar Beets
    Work on reducing our weakness to fire, be it through magic or armor.
    Harness methane gas
    Learn more ice magic, enchanting, elemental magic, try ice-scrying
    Talk to god
    >> Anonymous 02/12/10(Fri)15:01 No.8050934

    I'm just reminded of freeze-distillation of alcohol, actually. We could do that: make wine, then distill it by freezing into cognac or something like that. And sell that for profit in the towns.
    >> Anonymous 02/12/10(Fri)15:04 No.8050977
    Aren't there some kind of excluse wine made from frosty berries?
    >> Anonymous 02/12/10(Fri)15:04 No.8050983

    We should get the hunters and former soldier to train the village in archery. Then the printing press.

    Then perhaps we can ask the god for advice on how to deal with the unenlightened peoples around us.
    >> ★ Subprocessor DM 02/12/10(Fri)15:05 No.8051012
    rolled 5, 5, 2 = 12

    Added to list.

    Archery training is in progress, and a range has been built.
    >> ★ Subprocessor DM 02/12/10(Fri)15:07 No.8051038
    rolled 4, 6, 2 = 12

    Would you like to start the day off by talking to Hretmar, then?
    >> Anonymous 02/12/10(Fri)15:09 No.8051058

    Yes please. How much do we actually know about him?
    >> Anonymous 02/12/10(Fri)15:09 No.8051059
    that sounds good enough to me
    >> ★ Subprocessor DM 02/12/10(Fri)15:13 No.8051117
    rolled 5, 5, 4 = 14

    Plenty. He's the most reasonable of the Frost Giant gods, and has been lonely and bored for many years because his children never talk to him. He has a voracious appetite for information, and has a great amount of knowledge from all corners of the world. He views the acceleration and aiding of learning as an appropriate offering.
    >> Anonymous 02/12/10(Fri)15:14 No.8051129

    Yeah. Ask him if he can see into the village and how exactly they feel about us.
    >> Anonymous 02/12/10(Fri)15:18 No.8051192

    We should talk more to him, then; all the better to be favoured by a god.

    Is he responding now?
    >> ★ Subprocessor DM 02/12/10(Fri)15:19 No.8051201
    rolled 3, 2, 6 = 11

    You lean against the largest boulder in your cavern, speaking the incantation you know by heart. Your mind focuses on a tiny blue dot swimming in a restless black void, a single light in the darkness. You grab hold of it, and pull it.

    The face of your patron god appears in front of you, in all its bearded glory.

    >> Anonymous 02/12/10(Fri)15:19 No.8051211
    Would like to try working on the seeing through your element magical ability. Work on seeing through ice. Then try to read whats written on that ancient frost giant library made of never melting ice.
    >> ★ Subprocessor DM 02/12/10(Fri)15:22 No.8051249
    rolled 1, 2, 6 = 9

    You've been working on this, but haven't had any luck so far. The wall of knowledge is beneath a ruined city far to the North, so you'll have to make a trip if you want to see it.
    >> Anonymous 02/12/10(Fri)15:25 No.8051297
    Maybe we should prepare for a pilgrimage to the lost frost giant city. Would help protect the village from those that are hunting us right now. Lets ask Hremtar where that city is.
    >> ★ Subprocessor DM 02/12/10(Fri)15:26 No.8051331
    rolled 4, 1, 2 = 7

    You question Hretmar about several topics, mostly pertaining to your relations with your village and others around. He can see nearly the entire world at once, and divide his attention into a thousand different areas. Naturally, he has been keeping particularly close watch on the place where you live.

    The villagers are, for the most part, content. Their standard of living has increased markedly over the past few months, thanks almost entirely to your wisdom, carried from another world. They like you. They appreciate you. The children look upon you with awe, and the infantryman with respect, and the reactions of the others reach across the spectrum. You are a towering figure in more ways than one.

    As far as advice, the best thing you can do is remain humble. It would be all too easy to become arrogant, conniving, and warlike, with all this power behind you. It has happened countless times before, to people of all races and all backgrounds.
    >> Anonymous 02/12/10(Fri)15:27 No.8051347

    'Good Hretmar, I venerate you.' Bow deeply. 'Well I'd just like to ask about the human world here, and especially about the areas around us. Is there one kingdom, or are there many? Are they at peace, or at war?'
    >> Anonymous 02/12/10(Fri)15:29 No.8051377
    We already know that the kingdom that we are in right has been locked in a long war an opposing kingdom.
    >> Anonymous 02/12/10(Fri)15:29 No.8051384
    our bro hretmar don't really like all that venerate stuff. he's our bro, more or less.
    >> ★ Subprocessor DM 02/12/10(Fri)15:30 No.8051391
    rolled 3, 1, 1 = 5

    The city of Karok is near the North Axis, where the ice is omnipresent and the beasts are heavy with fat and fur. It is hundreds of miles from here, past several nations. To reach it, you would have to journey through the Steppe, a desolate place with few resources, and across the borders of several countries, not to mention traveling through Frost Giant territory. It is likely that in your current state, moving alone, you wouldn't make it.
    >> ~Trap !!ohcaGlqgaZR 02/12/10(Fri)15:31 No.8051419
    What is current fashion like in the village?
    Can we get a dapper tailor and a haberdasher so we have everyone in suits and top-hats?
    >> ★ Subprocessor DM 02/12/10(Fri)15:34 No.8051458
    rolled 6, 1, 4 = 11

    There are countless kingdoms and nations of all kinds, some larger than yours and some much smaller. War is nowhere near constant, but it is rare for an area to be untouched by it. Around your immediate position, there are several states that border on your country, Perin. There is Forus, the largest, which is at war with Perin. Matmer, Loken, and Sillasull, approximately the same size as Perin, border on the East and South. Cyreth, a small dominion, controls a large stretch of land to the North, much of which is abandoned.
    >> ★ Subprocessor DM 02/12/10(Fri)15:36 No.8051493
    rolled 3, 4, 5 = 12

    The fashion is robes and work clothes, not unlike those worn by farmers from early 20th century Earth. In the larger towns and big cities, styles vary considerably.

    It would be unwise to attempt to change the style to something vastly more complex, especially considering the expense of material and the time that would be spent on working it. This is a tiny farming village, not a Victorian utopia.
    >> ~Trap !!ohcaGlqgaZR 02/12/10(Fri)15:38 No.8051521
    But can we at least work with bright and exciting fabrics?
    Like gauze dresses and tie-dyed things
    Maybe introduce simple items like skirt+thighsock combinations, or skinny jeans
    >> Anonymous 02/12/10(Fri)15:38 No.8051528
    you need to stop posting.
    >> ★ Subprocessor DM 02/12/10(Fri)15:41 No.8051564
    rolled 1, 1, 6 = 8

    The new plant processing building now holds an assortment of dyes, which can be used to color clothing at the villagers' leisure. If it is your intention to move towards more comfortable, 'fashionable' styles, it has been added to the bottom of the list.
    >> Anonymous 02/12/10(Fri)15:41 No.8051578

    We probably shouldn't go there, then... but what does Hretmar know of how the library came to be?
    >> Anonymous 02/12/10(Fri)15:43 No.8051596
    Also, let's not do the clothing thing. Focus on the essentials first. We're in a cold area of the world, maybe dapper clothing should be a second priority compared to, I dunno, keeping warm?
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)15:45 No.8051631
    I proposed building defensive wall around village in the last thread, at the very end. Was it added to "to do" list? I would repost it but suptg seems to be down.
    >> ★ Subprocessor DM 02/12/10(Fri)15:47 No.8051659
    rolled 1, 2, 5 = 8

    Centuries ago, the fortress-city of Karok was home to thousands upon thousands of Frost Giants, a fair number of them embroiled in a search for knowledge, much like modern philosophers or sages. They inscribed their discoveries and thoughts on a wall in a cavern beneath the city, which extended farther than any had been known to travel. There was deep magic there, seeping up from the pits of the earth. You could travel to any point along the wall with a thought, making it perfect as an information storage and retrieval system. It is said to contain the sum total of the knowledge of the Frost Giants, which is nothing to scoff at, as they were more advanced than humans before the city was destroyed.
    >> Anonymous 02/12/10(Fri)15:49 No.8051685

    .... How was such a great city laid low, then?
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)15:50 No.8051699
    Fire gods, it was explained in last thread.
    >> Adaptive Manipulator 02/12/10(Fri)15:50 No.8051701
    Some genius managed to summon fire gods/demons.
    >> Anonymous 02/12/10(Fri)15:50 No.8051705

    I'm not sure this is a good idea since we're surrounded by forest. It might be better to build a guard tower if we want protection.
    >> ★ Subprocessor DM 02/12/10(Fri)15:51 No.8051714
    rolled 5, 2, 2 = 9

    Hretmar has agreed to keep a damper on bad weather, but the cold is still a concern. Now that you've got all those gems, the furs that would otherwise be traded in Fain can instead be used to make coats, and perhaps hats in the style of the Russians.

    Would you like this to be around the town proper, or around the entire clearing, or both?
    >> Anonymous 02/12/10(Fri)15:52 No.8051728

    Oh, another thing we can ask Hretmar to look into around the village - can he tell what the villagers want? Their priorities? It'd be best if we asked them to help with what they want to do anyway.
    >> Adaptive Manipulator 02/12/10(Fri)15:53 No.8051744
    I would prefer two walls. The outer wall should be sturdy enough to keep the local fauna out, while the inner wall should be designed to defend against raiders or bandits.
    >> ★ Subprocessor DM 02/12/10(Fri)15:53 No.8051751
    rolled 6, 5, 4 = 15

    In the process of a grand experiment, the Frost Giants activated an ancient relic that they thought would bring them a method to reach their ancestral home, a world much like this one on the planes of ice. Instead, the artifact summoned a host of fire gods, who laid waste to the city.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)15:55 No.8051772
    Since we know geomancy (and if someone ask villagers could say that our mage whatsitsname did it, he could probably even help us) can we used it to make the wall all around clearing (not necessary at once), or are we still too weak.
    >> Anonymous 02/12/10(Fri)15:55 No.8051782

    Maybe we should end our morning conference now, after remaining questions have been asked?
    >> ★ Subprocessor DM 02/12/10(Fri)15:58 No.8051818
    rolled 2, 1, 4 = 7

    For the most part, they defer to you and the elders, suppressing their own wants in favor of the collective good. This makes it difficult for Hretmar to see their desires, but he will try. For now, the general feeling is one of envy for Fain, with its thousand inhabitants, its shops, its wealth, and all of that. They want all the perks of being a large town without the drawbacks, and somewhere in the back of their minds is the knowledge that increasing traffic to the village might result in you being forced to leave.
    >> ★ Subprocessor DM 02/12/10(Fri)16:01 No.8051867
    rolled 2, 2, 3 = 7

    You can do this, but slowly. A wall made from manipulate stone would be all one piece, not fashioned from blocks, which would make it remarkably sturdy, but difficult to repair without magic.
    >> Anonymous 02/12/10(Fri)16:01 No.8051876

    Hmmm... One wonders if they look upon that prospect well or badly. Though I guess, since they do like us, they might not want us to leave...

    Well, we'll take things a bit at a time first. Oh yes, also ask how the war between Perin and Forus is going for us. If it is not going well, we may well have a reason to make ourselves loved by the rest of the kingdom as well.
    >> ★ Subprocessor DM 02/12/10(Fri)16:06 No.8051932
    rolled 2, 6, 4 = 12

    It is going quite well. The army is moving forwards into Forusian territory, capturing farmland and burning towns. This has happened many times before on both sides, so it is not clear yet if the war is finally favoring one nation over the other.

    Something I forgot to mention in the last thread: The twins brought the body of the Forusian mage to a fortress a ways from here, where a diviner traced his origin. Apparently, he was who he said he was, a refugee who was born in secrecy, with no real concern for anything but survival and keeping his lineage hidden. The twins were thanked more than once and sent on their way with a letter of minor favor from the Governor, which will be useful if either of them need military assistance or are drafted again.

    A call was sent to the garrison nearest the location of the 'hidden' refugee camp. The inhabitants will most likely be enslaved.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)16:09 No.8051958
    HOW slowly?How much time it would take to encircle the clearing? Of course that's probably difficult to predict because it will probably will go faster once you get better at it.
    >> Anonymous 02/12/10(Fri)16:09 No.8051959

    Good. Thus to our friends, and thus to our foes.

    Well, I suppose it's time we stopped talking to Hretmar and went out to get something done.

    Actually, wait... enslaved? And then sold off, or something? How does the system of prisoner slaves work in Perin?
    >> Anonymous 02/12/10(Fri)16:09 No.8051965

    If we build a stone wall now, we'll need to expand it again in no time at all. Maybe we should wait till we have expanded the settlement enough?
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)16:13 No.8052008
    That's why I propose to build it around the clearing, giving town space to grow. And when we ran out of space (quite some time from now) we could build another, bigger wall, and have the current wall serve as inner wall/keep.
    >> Anonymous 02/12/10(Fri)16:14 No.8052020

    Hmmm, fair enough. Let's put that in the list, though below the economic projects first...
    >> ★ Subprocessor DM 02/12/10(Fri)16:15 No.8052026
    rolled 4, 3, 4 = 11

    Months, even taking into account skill increases. The South wall will be prioritized, since nearly everything bad has come from that direction. You'll try to anticipate the expansion of the town, and leave enough room within the walls.

    After a few more minutes, you say farewell and cut the link. He wishes you well, as always.

    Prisoners of war, if they're not dangerous enough to simply be imprisoned or executed, are sold in the larger cities as 'specialized' slaves. Paperwork ensures that the buyers of such prisoners remain in contact with the government, in case an agreement is made to free the slaves at the end of the war. There are many more restrictions on what can be done with them, compared to 'regular' slaves, to make sure there isn't a diplomatic incident centered around the torture or murder of prisoners.
    >> Ursus Rex 02/12/10(Fri)16:15 No.8052034
    I missed so many of these threads ;-;

    Still, as far as a barrier to the outside world goes, a lumber wall surrounding village is probably the most feasible. We can fell and move trees easily, repair is simple, and while it is less solid than stone it has the benefit of being constructed and repaired more easily, as well as expanded. It also doesn't require any sort of mining or quarrying, the woods are there.

    I'm trying to think about what exactly this type of barrier is called. I think there's a specific word for it, but I don't think battlement is right either. Oh well. And it's not "wall" either.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)16:17 No.8052046
    We could just do it as part of our magic practice.
    Also would it be faster to combined magic with regular methods - use rough stone blocks and fuse them together into monolithic wall with our magic.
    >> Anonymous 02/12/10(Fri)16:17 No.8052048

    It's called a palisade, friend. And it is a good idea. Just wood, or wood with rammed earth for greater solidity. Some of those rammed earth walls can stand for thousands of years, no joke.
    >> Anonymous 02/12/10(Fri)16:18 No.8052064
    >> Anonymous 02/12/10(Fri)16:19 No.8052079
    Is there a way we could raise the whole village with a column of earth and rock underneath, allowing us to build a city into it?
    I mean in the REALLY long term.
    >> ★ Subprocessor DM 02/12/10(Fri)16:20 No.8052082
    rolled 3, 2, 2 = 7

    Any preference for the ideal heighth and width of the wall, as well as entrances/exits?
    >> Ursus Rex 02/12/10(Fri)16:20 No.8052091
    Palisade is exactly it. With our strength, the woods, and some good hard work the palisade can be put into place around the village far quicker than any stone wall and will provide exactly the kind of barrier needed -- preventing all but the most dedicated of assaults and providing vantage points and covers for archers.

    Hell, it was good enough for fort builders during the 17 and 1800's, why not here?
    >> Anonymous 02/12/10(Fri)16:21 No.8052094

    Actually, given the number of specialised jobs we're creating within the community, we may really want to look into increasing the population. By getting people in as labour, perhaps.

    Either we get in specialists to do the advanced jobs, or - more reasonably - we get people in to do the menial tasks, while the original village folk are educated to use the more advanced buildings.
    >> Anonymous 02/12/10(Fri)16:22 No.8052106
    Tell merchants to spread word of your wonderfull village
    Hire bards to sing songs of it
    Magical signs in the sky
    >> Anonymous 02/12/10(Fri)16:22 No.8052111

    If the wall is to be any use, it would have to be at least up to a giant's chest. But it would depend on the available materials, of course; are the trees around here all of this height or more?
    >> Anonymous 02/12/10(Fri)16:23 No.8052121
    Wait, shit, did we ever ask Hretmar who our body used to belong to?
    >> Adaptive Manipulator 02/12/10(Fri)16:23 No.8052128
    Bad idea, people don't take too kindly to frost giants.
    >> ★ Subprocessor DM 02/12/10(Fri)16:24 No.8052141
    rolled 5, 5, 3 = 13

    Possible, but it would take years for you to learn the necessary magic and build up your power to the point where you could take it in sections without killing yourself. Alternatively, you could gather a number of earth mages and spread the workload.

    Bem has been spreading rumors of a village where prosperity is not just a dream, but a reality, despite the war. At a word, he can start pouring it on thick, and when he reveals the location of the town, people will come. This is only one plan, and there are flaws, but it is something.
    >> Anonymous 02/12/10(Fri)16:26 No.8052158
    at least 12 feet high
    at least 3 feet thick, as in, at least 2 rows of trees
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)16:26 No.8052166
    >It also doesn't require any sort of mining or quarrying, the woods are there.

    There's quarry not very far from here. We can also summon stone from the ground, though that would be quite slow. Also palisade (that's the word you were looking) would consume huge amount of lumber, and it would be temporal, so it would be wasting it. And it's possible that considering how quickly we learn it could be faster to build the stone wall. An repairing stone wall is not difficult considering that including us this village have 3 wizards (more or less) already, and we can expect that number to grow.
    >> Anonymous 02/12/10(Fri)16:26 No.8052172

    We convinced these villagers; we'll have to convince others, or we'll just sit around and stagnate forever.

    We should get at least a small party of people to come and visit. We should not be present when they do come, though. There'll be time later to reveal ourselves.
    >> Anonymous 02/12/10(Fri)16:28 No.8052191
    Does our new mage friend know any spells that could create a magical fire?
    If so, can we please see about starting some steam power up in this magitech?
    >> ★ Subprocessor DM 02/12/10(Fri)16:29 No.8052201
    rolled 4, 6, 1 = 11

    No, but most of them are. Shunting the lumber flow to wall production will obviously reduce the speed at which other structures are constructed. I'm assuming this has been accounted for and is perfectly alright.

    He doesn't know. You appeared in his sight one day a few months ago, an occurence that is not unusual, because he can't track every place on the world at once. Attempting to divine your body's origin has produced no results, either. At least, as far as he knows, your mind is the only one rolling around in that big skull of yours.
    >> Anonymous 02/12/10(Fri)16:30 No.8052220
    Come live the good life in the frontier colonies!
    >> Ursus Rex 02/12/10(Fri)16:31 No.8052230
    While this is granted, I don't see a shortcoming to the lumber side yet. Quarrying stone still requires tools and effort, and even a Frost Giantess has limits to her strength. Laying the foundations, ensuring it's all level, requires some serious equipment and engineering know-how and practical experience. Surveying to accomodate for rise and fall in the land, making sure the ground can support the weight, moving, hoisting the largest stones...

    It's not impossible by any means, but it's engineering on a much more ambitious scale than a wooden palisade where you dig a trench and move tree trunks into. And for a village that will inevitably have to expand its borders, clearing woodland and having a more temporal defensive barrier isn't a bad thing entirely.
    >> ★ Subprocessor DM 02/12/10(Fri)16:31 No.8052239
    rolled 3, 6, 5 = 14

    He knows one spell, which can produce the approximate equivalent of a lighter flame. The Forusian was the group's fire mage, and Jerith never learned anything beyond the 'start fire to keep warm' group. Even Lark has a better command of that sphere.
    >> Anonymous 02/12/10(Fri)16:32 No.8052252
    Speaking of our mind... do we speak Giant? Is there a separate giant language at all?

    If there is and we don't know it, we should start learning it. I imagine that Hretmar would be willing to help us out on that score.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)16:34 No.8052271
    The problem is that we have several bounties on our heads and some of them could just get greedy and sell our location to some merc company or such.
    >> Anonymous 02/12/10(Fri)16:35 No.8052275
    a spark is all you need.

    but if we want steam power like >>8052191 said, we're going to need an industrial revolution. Steam power is only effective at very high pressure, which requires tempered steel or iron boilers, which require industrial forges to make.

    in other words, it's a huge project for a village like this, and would take years to come to fruition
    >> ★ Subprocessor DM 02/12/10(Fri)16:35 No.8052280
    rolled 4, 6, 5 = 15

    Most Frost Giants speak a rudimentary form of the common language, though they do have their own. It is decaying due to lack of education, which makes it easier to learn. Hretmar will teach you, if you wish.
    >> Anonymous 02/12/10(Fri)16:37 No.8052307

    That's why we shouldn't reveal ourselves at first, until those have consented to join our village. Read the posts properly, please.

    Also, a wooden wall does sound plausible. Maybe with earth foundations.
    >> Anonymous 02/12/10(Fri)16:38 No.8052325
    With our control over the earth, would it be possible to...
    Strike the earth?
    >> ★ Subprocessor DM 02/12/10(Fri)16:39 No.8052344
    rolled 4, 4, 3 = 11

    Two walls have been suggested. One along the outer perimeter, and one around the main part of the town itself. Palisade or stone for either?
    >> Anonymous 02/12/10(Fri)16:40 No.8052355

    We can use Frost Giantese as like a religious tongue, actually - giving ourselves a greater role in the village. That is, if we want to introduce Hretmar to the village.
    >> ★ Subprocessor DM 02/12/10(Fri)16:41 No.8052375
    rolled 1, 5, 2 = 8

    Yes. Slowly, at least.

    Hretmar has already been introduced to the village, but no one but you can yet contact him on their own. He's not a human god, after all.
    >> Anonymous 02/12/10(Fri)16:44 No.8052398

    We could build around the outer perimeter with a palisade, to anticipate future expansion.
    >> Anonymous 02/12/10(Fri)16:48 No.8052451
    in during failest quest currently on /tg/

    gone before snippity response from butthurt players
    >> Anonymous 02/12/10(Fri)16:51 No.8052490

    Second this.
    >> Anonymous 02/12/10(Fri)16:52 No.8052501
    hmmm, we shouldn't start a mass immigration til we have quite a few more fields and houses than we need, and of course have figured out a way to get people not to want to kill us.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)16:53 No.8052514

    I would suggest first building simple short palisade around the village itself as temporal solution (it would save wood and shouldn't take very long) and the start working on bigger stone wall going around perimeter of clearing ,which probably will be bigger at the time. maybe we could even enlarge the clearing a bit into regular shape (circle, square or hexagon for example) and build the wall in that shape over the course of months.
    >> Anonymous 02/12/10(Fri)16:56 No.8052554
    I vote for building a pallisade around the whole clearing, once we have enough buildings for our current population +20%, and then later building an awesome stone wall around the original village center that will eventually become a keep. that last part may be years or decades away, but it never hurts to toss out some long term plans.
    >> Anonymous 02/12/10(Fri)16:57 No.8052573
    make sure to include the fields in the wall, in case of siege.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)16:58 No.8052581
         File1266011887.jpg-(243 KB, 1400x1474, 1266004076414.jpg)
    243 KB
    I would suggest this, red - stone wall, brown - palisade.
    >> Ursus Rex 02/12/10(Fri)17:01 No.8052640
    Ambitious and decades in the making, but sensible. I approve.
    >> ★ Subprocessor DM 02/12/10(Fri)17:02 No.8052646
    rolled 3, 6, 1 = 10

    The palisade doesn't leave much room, but that brings up a point I haven't addressed. The village population has moved into the standard houses, leaving the huts empty. They can be torn down.
    >> Anonymous 02/12/10(Fri)17:02 No.8052647
    I second this.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)17:02 No.8052648
    We aren't expecting any sieges in several coming months, so when we will be rally threatened with siege we could already have stone wall up. And it's not like palisade would give any protection if siege situation would come up.
    >> Anonymous 02/12/10(Fri)17:03 No.8052659
    tear down huts, replace with buildings.
    >> Anonymous 02/12/10(Fri)17:04 No.8052668

    Do you not mean the other way round? Have you any idea how much time a stone wall that length would take?
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)17:05 No.8052687
    That's rough sketch done in MS paint in 1 minute, so it's not exact. Palisade could be a little bigger to accommodate for, say, half year worth of grow because it's a temporal measure for coming months and after that i wouldn't really matter.
    >> ★ Subprocessor DM 02/12/10(Fri)17:05 No.8052691
    rolled 5, 5, 2 = 12

    Acknowledged. Hut destruction and wall construction with the above pattern added to list.

    The general heading 'Expand and Improve' can be used to cover things the elders or villagers bring up, or that haven't been thought of during the timeskip.
    >> Anonymous 02/12/10(Fri)17:07 No.8052711
    true. I vote for increasing the radius by about 10-20%.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)17:07 No.8052714
    Several months, maybe half a year. It's a long term project, but it's not like we are going anywhere.
    >> ★ Subprocessor DM 02/12/10(Fri)17:08 No.8052717
    rolled 4, 3, 3 = 10

    The longest timeskip so far has been a month. I can take you to the end of autumn if you want, or further. It's the seventh month, out of 14.
    >> Anonymous 02/12/10(Fri)17:09 No.8052745

    We really should have other priorities. Now we have a small vilalge attempting to build an enormous wall. They should be working, farming, harvesting, building other more useful things.

    It's not like we're under dire threat of a siege in any case!
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)17:09 No.8052746
    I say go for it.
    >> Anonymous 02/12/10(Fri)17:10 No.8052756
    What, timeskip all that way?
    No-think of all the stuff we'd be missing!
    >> Anonymous 02/12/10(Fri)17:10 No.8052759

    I second this. A palisade around the red line would be feasible, a stone wall would be madness. Don't we have better things to do than pretend we are a town we're not - and possibly attract unwanted attention that way?
    >> Anonymous 02/12/10(Fri)17:11 No.8052774

    Don't skip the farming season; this is just as life's getting exciting. Who knows what happens while we're farming?
    >> Anonymous 02/12/10(Fri)17:13 No.8052796
    Guys, stop for a minute and think.

    We're trying to build a military defensive position (aka wall) around our village.

    We don't even have any soldiers. Do we even have real weapons or a militia? Just a bunch of archers?

    My point is, if we spend all this time building a kickass wall, we're still screwed if a real army shows up. We don't have a big enough town to field a large enough force to defend against a competent and determined enemy. Even if we have a fancy wall to starve behind.

    A simple wooden palisade around the immediate buildings should be erected, along with instating a militia drilling program.

    A fort is useless if there are no soldiers to hold it.
    >> ★ Subprocessor DM 02/12/10(Fri)17:13 No.8052799
    rolled 4, 3, 4 = 11

    If something extremely interesting crops up, like a Demon invasion, or the HMS Thunderchild plowing into the granary, I'll pause the skip.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)17:13 No.8052801
    It's not the villager that would be building a wall, it would be us and our geomancy.
    >> Anonymous 02/12/10(Fri)17:14 No.8052814
    >> Anonymous 02/12/10(Fri)17:15 No.8052815

    Second this. Building a palisade would be perfectly reasonable, to keep livestock in, and maybe discourage bandits.

    If we build the stone wall, we're just using it as magic practice, magnet for the attention of marauding armies, and it will sit pretty without guards. That's plain idiotic.
    >> Anonymous 02/12/10(Fri)17:16 No.8052833
    Start a warrior culture where people either choose to have a Spartan Warrior way of life or they choose to be artists, craftsmen, thinkers and workers.
    >> Anonymous 02/12/10(Fri)17:16 No.8052838

    Doesn't give the stone wall any more meaning or make it any less silly. We've been careful about building the village so it can stand properly. Why are we building something unnecessary and possibly dangerous? What would the governor think about a village that's suddenly walled itself up with stone - and a seamless stone wall too?
    >> Anonymous 02/12/10(Fri)17:16 No.8052840
    our entire town is learning archery. we ourselves can lob ice grenades like nobody's business. its an excellent bandit detterent. it keeps out dangerous wild animals. it provides the thing that these villagers need most: security. it also reduces the chance of pests eating food.
    >> ★ Subprocessor DM 02/12/10(Fri)17:17 No.8052851
    rolled 6, 2, 6 = 14

    Palisade will be first. You can decide whether a stone wall is a good idea or not after more space has been cleared.
    >> Anonymous 02/12/10(Fri)17:17 No.8052862
    Swordsman and former soldier give the villagers training in self defense and principles of combat?
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)17:17 No.8052863
    It's not a fort, it's a town wall, something most medieval town had. It has little value now, but could be very useful later, and it would be very useful magic training exercise for us at the same time.
    >> Anonymous 02/12/10(Fri)17:18 No.8052871

    Keeping out bandits, keeping out animals, making peasants safe: we can do that with a bloody wooden fence. How many bandits are there with specialised teams of siege engines to take down fortifications?

    Get your priorities right, man. Also what's pests gotta do with anything?
    >> Anonymous 02/12/10(Fri)17:18 No.8052878
    this is a farming village.
    If we start training soldiers, how long do you think it will take for the government to snatch them up and send them off to the war with that other country?

    We need to keep a small force of highly trained individuals, whose responsibility is to keep the peace and obsessively gather information that we can use to our advantage in order to avoid getting dragged into a fight we cannot win.

    Trying to build a freaking castle out of this town is only going to lead to ruin. Either by bandits/mercs, or by the king/government recruiting our best and brightest for the war effort.

    We have to remain low key, isolated, and innocent for as long as possible.
    >> Anonymous 02/12/10(Fri)17:19 No.8052890

    We are not a bloody medieval town! We have a hundred people! A hundred! How strong is Fain's wall? What message does it send when a wall thrice as strong comes up around a nondescript nearby village?

    We'll end up exposing ourselves, and you're the one who says we shouldn't let outsiders in to see the frost giant. Well, who's built that enormous wall? It's not a mage, it's not a wizard...
    >> ★ Subprocessor DM 02/12/10(Fri)17:20 No.8052894
    rolled 6, 4, 4 = 14

    That's been going on along with archery training.
    >> ★ Subprocessor DM 02/12/10(Fri)17:21 No.8052918
    rolled 1, 5, 2 = 8

    Fain's wall is simple stone, quite thick, with towers rising out of the corners. It's a pentagon, with the edges some distance from the town itself.
    >> Anonymous 02/12/10(Fri)17:21 No.8052919
    the outer wall is a wooden pallisade. crude as hell, common as fuck, and completely sensible. no one will look twice.
    >> Anonymous 02/12/10(Fri)17:21 No.8052924
    Off topic, but I have question about these adventurer guilds I have heard so much about.
    >> Anonymous 02/12/10(Fri)17:22 No.8052928

    We could do a longer timeskip while we work on the palisade, then. And then look into other economic means to expand the village.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)17:23 No.8052947
    OK, palisade will be enough for a time. Maybe we could practice our stone shaping talents by building larger, nicer and more permanent library/school/temple of Hretmar?
    >> ★ Subprocessor DM 02/12/10(Fri)17:24 No.8052964
    rolled 4, 6, 5 = 15

    ...And that question would be?

    Added to list.

    Anything else?
    >> Anonymous 02/12/10(Fri)17:26 No.8052992

    A stone town hall would be nice, as would temples.
    >> ★ Subprocessor DM 02/12/10(Fri)17:27 No.8053016
    rolled 3, 4, 6 = 13

    Temples to who?
    >> Anonymous 02/12/10(Fri)17:28 No.8053027
    How exactly are they organised?
    Are they run through the state?
    Are they just a fancy term for mercenary companies?
    How do you get into one?
    Do you have to pay a fee?
    How many are there?
    Do they equip you?
    >> Anonymous 02/12/10(Fri)17:28 No.8053031
    Do Gods actually exist?
    Or can we say they're not real, but ideas and paragons of good that we should look up to and repeat their example?
    >> Anonymous 02/12/10(Fri)17:29 No.8053041
    shouldn't that be 'to whom?'
    >> Anonymous 02/12/10(Fri)17:35 No.8053122
    No the gods are very real-We just talked with one.
    >> ★ Subprocessor DM 02/12/10(Fri)17:35 No.8053124
    rolled 5, 3, 3 = 11

    >How exactly are they organised?
    Depends on the guild. Some resemble corporations, others loose brotherhoods. A great many are recognized by the government, a status that must be bought, but brings with it opportunities, like scouting missions.

    >Are they run through the state?
    There are government-approved guilds that are basically glorified reservist organizations. These are well-supplied and difficult to get into, hosting the very best and the most skilled.

    >Are they just a fancy term for mercenary companies?
    A few are. Some of them allow you to hire combat-oriented members for pretty much anything, as long as you pay well and can keep secrets.

    >How do you get into one?
    Depends. Sometimes you have to prove yourself in battle, sometimes you just have to pay a fee, others will accept you just for the asking.

    >Do you have to pay a fee?

    >How many are there?
    Thousands, most of them with less than 20 members, in the rural districts.

    >Do they equip you?
    It is traditional to maintain a pool of common, low-quality equipment that members can use if necessary. Understandably, the richer, more connected guilds have better equipment, and those who are 'tight' with the military may issue recruits a whole set of armor and weapons.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)17:36 No.8053134
    Some are real (like Hretmar), some are not. Gods villagers honor are most likely not real, and they do it more because of tradition that real belief.
    >> ★ Subprocessor DM 02/12/10(Fri)17:37 No.8053153
    rolled 4, 5, 3 = 12

    Some exist, some don't. It is unusual for gods to interfere in an immediately recognizable way.

    >> Anonymous 02/12/10(Fri)17:39 No.8053185
    So kind of like the bounty hunters guild from Star Wars?
    Oh, one more quick question:
    How often do they do 'quests' as we know them, and how often do they do merc-work?
    >> Anonymous 02/12/10(Fri)17:42 No.8053231

    Maybe to Hretmar, then. Oh maybe we should ask Hretmar if he could appear to humans as well as Giants.
    >> ★ Subprocessor DM 02/12/10(Fri)17:42 No.8053233
    rolled 2, 4, 4 = 10

    In areas where there are ruins, wilderness, or large forests nearby, quests are frequent, often netting mundane rewards. Mercenary work is more common to the city guilds, which can afford to send large parties off into remote places to kill things and people for money, and minimal risk.
    >> Anonymous 02/12/10(Fri)17:43 No.8053252
    So I'm thinking that we should be learning Frost Giantese, if only because when we do eventually travel to that library we'll want to be able to read it fluently. Also, knowing many languages is good for the mind and not knowing our race's native tongue could get all kinds of awkward.

    And we should keep trying to learn how to ice scry. That's too valuable a trick not to master. Come the winter, we'll be able to do all kinds of crazy things.
    >> Anonymous 02/12/10(Fri)17:44 No.8053258
    Nah, I don't think he's interested.
    Still, why don't we see if there are any human based gods of reason and hard work that we can bring into the villagers pantheon.
    >> ★ Subprocessor DM 02/12/10(Fri)17:45 No.8053264
    rolled 4, 6, 3 = 13

    Hretmar's temples are the libraries, schools, and laboratories. He doesn't seem to like altars, chanting, sacrifices, or any of that type of thing.

    He doesn't just appear to people. You have to seek him, to want to know him, to have the best chance of contacting him.
    >> Anonymous 02/12/10(Fri)17:45 No.8053265
    So, would one potentially except a frost giantesses as a member
    >> Anonymous 02/12/10(Fri)17:45 No.8053270
    Get this shit moving.
    >> Researcher Sam 02/12/10(Fri)17:46 No.8053286
    >> ★ Subprocessor DM 02/12/10(Fri)17:47 No.8053290
    rolled 4, 3, 6 = 13

    Unlikely. There are non-human guild members, but Frost Giants are not often seen as the type to work well with humans.
    >> Anonymous 02/12/10(Fri)17:49 No.8053328
    On the topic of walls, I find myself wondering if we could just raise a massive ice wall when winter comes, then use our magics to maintain it and keep it from melting throughout the summer months.

    Perhaps I'm just being silly. Frankly, I don't think we really need a wall at all. No one's going to attack us, and it'll stop us from pulling our much-used "run off into the forest" bit when visitors arrive.
    >> Anonymous 02/12/10(Fri)17:49 No.8053329
    Looks like the archive is back up, so everyone should check that for what happened last time.
    >> Anonymous 02/12/10(Fri)17:50 No.8053331

    Agreed. Multi-month time skip to end of season. Will stop if significant events occur. Also remove that clothing/fashion idea from the queue. The villagers don't give a shit about things that don't directly help them. and we got bigger concerns than some stupid fashions...
    >> Researcher Sam 02/12/10(Fri)17:51 No.8053346
    Of course, making some warmer clothing probably SHOULD stay/go on the list.
    >> Anonymous 02/12/10(Fri)17:51 No.8053351

    Personally, I think that a palisade is fine. It wouldn't be THAT out of place for a town to want to increase its security. The problem is that if we go for a bigger stone wall. We start to look quite abnormal for a small town. And abnormal means hard questions that we don't want to have to answer...
    >> Anonymous 02/12/10(Fri)17:52 No.8053358
    But I wanna play dress up!
    Can we at least make ourselves some new clothes?
    >> ★ Subprocessor DM 02/12/10(Fri)17:53 No.8053369
    rolled 3, 1, 4 = 8

    >Writing Timeskip
    >> Anonymous 02/12/10(Fri)17:57 No.8053427
    we are immune to cold, and the villagers likely have that under control. after all, they live here.
    >> Anonymous 02/12/10(Fri)18:07 No.8053533

    Second this. Let the villagers tend their crops.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)18:11 No.8053595
    And now they have better, warmer houses.
    >> ★ Subprocessor DM 02/12/10(Fri)18:17 No.8053667
    rolled 5, 3, 2 = 10

    It's been two and a half months. Winter is upon you.

    Buildings constructed: 1 Stone Hall, 11 Standard Houses, 1 Bathouse (Warm Section), 1 Stone Library, 1 Schoolhouse, 1 Methane Collector, 1 Methane Furnace, 1 Distillery, 1 Palisade (Around town proper)

    Buildings destroyed: 34 Huts

    Everything has been going according to your plans. In your free time you are learning the language of your race, practicing writing the strange letters and intoning the unfamiliar sounds. You feel like you should know it, but it's all quite new to you.

    In the magic department, you've focused on earth-shaping and attempting to look 'through' the ice, using it as a medium for scrying. You had your first breakthrough about a week ago, looking into a thin sheet of ice and seeing a lake you don't recognize, somewhere in the forest. So far, you haven't been able to exercise any control over that power, but it's exciting nonetheless. As for earth, you have enough will to raise an entire house from the ground, if you're willing to accept the necessity of sleep right after.
    >> ★ Subprocessor DM 02/12/10(Fri)18:17 No.8053677
    rolled 4, 5, 6 = 15

    The blacksmiths are working constantly, turning the bog iron and the small deposits you've managed to dig up into pipes and tools. Their skill is increasing slowly, and you're satisfied with their progress. A free-standing library has been built, filled with the books you had on hand and a sizable load from Fain, all dedicated, at your request, to Hretmar. The runes inscribed on the door-plate allow him to see within, and to read without straining. He appreciates it greatly.

    The distillery, with the assistance of your magic, is producing small quantities of alcohol, some of which is sold in the next town for a little bit of gold. There has been talk of opening a tavern here, but the women protest against anything that will keep their husbands away for still longer. The men desire a place to 'do man things', as Mal put it. The foundation is laid, in any case.

    Methane harvested from the cesspit is feeding a small furnace adjacent to the bathouse, which provides some degree of warmth even in this weather. Hretmar has been keeping the storms at bay, but the cold still seeps in, nonetheless. You're quite comfortable, but the villagers are not as resistant as you. Most are now clothed in some degree of fur, thanks to your gems removing the need to trade them, so they can stand plenty.

    People are starting to inquire about your little town. No less than three merchants have visited within the last two months, each time forcing you to hastily clamber into the forest while erasing your tracks with magic. The snow hides your footprints well, but it would be difficult to explain things if you missed one. Word has gotten around, and there are people from less fortunate areas looking to emigrate. Something needs to be done, but you aren't yet sure what.
    >> Researcher Sam 02/12/10(Fri)18:28 No.8053832
    >There has been talk of opening a tavern here, but the women protest against anything that will keep their husbands away for still longer.

    Then go to the tavern with them, duh. Do we have to play marriage councilor too?
    >> ★ Subprocessor DM 02/12/10(Fri)18:29 No.8053856
    rolled 4, 1, 2 = 7

    >The men desire a place to 'do man things', as Mal put it.

    No, you don't. And no one expects you to, thankfully.
    >> Researcher Sam 02/12/10(Fri)18:31 No.8053889
    Well good because quite frankly we have enough on our hands.

    Now as for the immigrants and our need to not raise a ruckus, could we entreat Hretmar to shrink us? We might still maintain our blue coloration, but we'd probably be more accepted if we're not fourteen feet tall. Though that WOULD mean we'd loose our massive strength and endurance. Hmmm, decisions decisions...
    >> Anonymous 02/12/10(Fri)18:33 No.8053910
    immigrants should be selected based on skill and tools.

    In other words, you must petition the mayor for residency within the palisade. In order to be eligible you must have a trade skill (artisan, cook, smith, farmer, whatever) and you must have the tools of your trade with you.

    Non-skilled immigrants should be allowed to build makeshift huts and ramshackle shantytowns outside the palisades. They should be left mostly to their own devices.

    Make sure the palisade gates are locked at night, and it's time to create a professional, full-time police force.
    >> Anonymous 02/12/10(Fri)18:33 No.8053913

    Maybe we should hold off on the tavern. An inn, though?
    >> ★ Subprocessor DM 02/12/10(Fri)18:34 No.8053934
    rolled 3, 2, 5 = 10

    He has never shrunk anyone before, only temporarily made them even more giant. Like you, he would have to practice before attempting it for real, or risk problems like having you maintain the same weight despite being human-size, or shrinking even farther than you want, or something like that.
    >> Anonymous 02/12/10(Fri)18:35 No.8053935
    Unless we can shapeshift into something which appears fully human, I'd rather not risk the loss of strength and durability which our giant form affords us. Shrinking down and still appearing inhuman would make us most uncomfortably vulnerable.

    Besides, why would Hretmar be the one responsible for shrinking us? We can learn the magic and do it our own damn self. The god is not a crutch.
    >> Anonymous 02/12/10(Fri)18:36 No.8053958

    This is a good idea. We won't let people in whom we don't have an obvious use for.

    The closeness, maybe, will make us like America - the poor dream of coming in!
    >> Anonymous 02/12/10(Fri)18:38 No.8053970
    Now that we have a palisade ( and I assume a gate or something for the road)

    Would it not be possible for a small guard to be posted there during the day and essentially hold up the visitors to give us time to hide?

    For example...

    Guard: Oh you want to visit our fair town? Great, just give us a few minutes to open this gate...It takes a while to undo this bolt by myself...

    Or something of that nature...just an extra 30-50 seconds would be very valuable for us to hide.
    >> ★ Subprocessor DM 02/12/10(Fri)18:39 No.8053990
    rolled 4, 3, 5 = 12

    The elders like the idea, but inns are most frequently used to house travelers, which would make this a case of thinking ahead.

    He will grant you a favor. He's a god, his power is far above your own, and this sort of thing would mean next to nothing to him. The prospect of learning a new spell is exciting to him as well, given his love of knowledge. The thought of expanding his skillbase hadn't crossed his mind in a long while.
    >> Researcher Sam 02/12/10(Fri)18:39 No.8053994
    Sounds a bit snobbish to me. Rather than let them in only if they have a skill (most will be farmers by trade anyway, much like the people here), we should let in those who are open minded enough to accept us. The mage (can't remember his name) can cause a short term memory loos for those who can't accept us and can probably tell who would betray us and who wouldn't.
    >> Anonymous 02/12/10(Fri)18:39 No.8054004

    Maybe we shouldn't risk it. In any case our size and strength is itself an important asset to us and the village.

    We can do a bit of hiding, it won't hurt - or maybe, in fact, we can erect a wooden structure, marked as a granary but in fact meant as a hiding place!
    >> ★ Subprocessor DM 02/12/10(Fri)18:41 No.8054045
    rolled 5, 2, 2 = 9

    Jerith. And yes, he can do that, though he is reluctant to go fishing around in other people's brains all the time. Not like he has a choice, though.
    >> Anonymous 02/12/10(Fri)18:42 No.8054058

    I don't agree w/ making non-skilled immigrants a seperate part of the town. We will need raw manpower eventually after all and alienating people is not a smart way to go.... Maybe we could have them be outside for a while until they prove they want to be here or something...

    I like the inn idea...With the increase in merchants and stuff we may want them to stay in a central place so they don't wander off and accidentally find us. Would also slightly take care of the entertainment of the town. People like to take a break every now and then...
    >> Anonymous 02/12/10(Fri)18:42 No.8054067

    Maybe we can ask Jerith and see if he can do that?
    >> Anonymous 02/12/10(Fri)18:43 No.8054087
    Why must you stupid guys constantly spam and attack www . anon
    talk . com for? Please stop. We don't want any chanturds there.
    >> Anonymous 02/12/10(Fri)18:44 No.8054102

    Maybe the inn can be set slightly apart. Like, out of sight of an escape route or something we use.

    But the empty granary idea is good, I think. We can hide in the town instead of scrambling away all the time.
    >> Anonymous 02/12/10(Fri)18:46 No.8054136
    Well, if he wants to learn a new trick, far be it from us to stand in his way. But we should still learn how to do it ourselves; I'm not fond of dependencies.

    >>8053994 >>8053958 >>8053910
    We don't need to be selective. Unless we have hundreds of people clamoring to get into our town, anyway. Even the most unskilled peasant can perform labor, of which we have plenty, and learn skills as they go. Remember, our villagers started out mostly unskilled and miserable; that can be fixed with time.

    People reporting our existence is a concern, I'll admit. The memory charm bit might work out for that, depending upon how flexible and detectable it is.

    You mention erasing our tracks with magic; would it be possible to get some sort of long-term spell to do this automatically developed? It'd be nice not to have to worry about that sort of thing, and a good skill in general. Being sneakier is never a bad thing.
    >> Anonymous 02/12/10(Fri)18:46 No.8054145

    I agree that we should not force jerith to use that skill wantonly. We would of course question the immigrants with much more benign methods and reserve his power in only the most dire cases. Cases where the town would immensely benefit from the skills of the person but we are not sure of loyalties.

    Also, let the twins/council handle the subtle questioning of the immigrants. They know what they're doing...
    >> Researcher Sam 02/12/10(Fri)18:46 No.8054151
    Because you suck, that's why.


    I suppose an inn would be nice, but with inns come adventurers and other short-term visitors and having to raun and hide every other night because someone new is in town doesn't sound very appealing to me.

    We may have to leave sometime soon and seek and audience with the Lord to get a pardon and title, so we can expose ourselves without fear. Or at least with less fear.
    >> Anonymous 02/12/10(Fri)18:48 No.8054187

    voting yes on the automatic track erasing magic idea...would be much more helpful than ice scrying as of now...
    >> Anonymous 02/12/10(Fri)18:49 No.8054196
    for those who disagree with my shantytown idea in >>8053910

    keep this in mind:
    We built ourselves a wall. If we allow immigrants in, this town will eventually grow larger than the wall and we will have to expand beyond the wall's borders. So, we're going to wind up separating people no matter what.

    Also, it wont alienate the immigrants. I wouldn't immigrate to germany and expect to be living in a mansion working as a bank executive within a week.
    Unless I was already a bank executive and was following work there. Which is what the skilled tradesmen would be doing.

    As long as we stick to an immigration policy that is FAIR (i.e. if you haz skillz you git in), then people will always have the chance to chase their dreams and find a little slice of heaven in our fair township
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)18:49 No.8054198
    We could could make a short tunnel from let's say an empty granary (with hidden entrance) to the forest.
    >> ★ Subprocessor DM 02/12/10(Fri)18:50 No.8054204
    rolled 5, 4, 3 = 12

    It might be possible to cast a charm on your feet that would cause you to leave no tracks at all. Added to list.

    >> Adaptive Manipulator 02/12/10(Fri)18:51 No.8054224
    >We may have to leave sometime soon and seek and audience with the Lord to get a pardon and title, so we can expose ourselves without fear. Or at least with less fear.

    I agree. It seems like we are unable to stay hidden much longer and a title, maybe even a deed to our village and the land surrounding the town, seems like our best option.
    The only problem is getting to our King. Maybe Hretmar could help us in that regard.
    >> Anonymous 02/12/10(Fri)18:52 No.8054244

    The problem is, getting a pardon from the local lords might not save us from being hunted by adventurers... that is a risk, definitely.

    Well, never mind - let's see some of the applicants for membership first? Should we maybe send Bem to go lead some of those who want to join us to the village?
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)18:52 No.8054248
    Pretty much all of them WILL have skills, at least as farmers, you don't survive in medieval setting without skills. I don't think people would migrate in the middle of winter, and in spring we will need farmers.
    >> ★ Subprocessor DM 02/12/10(Fri)18:53 No.8054271
    rolled 3, 3, 6 = 12

    He can show you good paths and shield you from divination. He has been doing the latter recently, actually. This village has become kind of like an ant farm for him (minus the temptation to shake things up). He enjoys watching your progress.
    >> Anonymous 02/12/10(Fri)18:53 No.8054274

    Damn this is a tough problem. While the immigrants are "integrating" we would have to stay out of their sight. How can we help the village and stay out of the sight of the new people?????
    >> Anonymous 02/12/10(Fri)18:53 No.8054278
    yeah, would be nice. couldn't we just say that we were polymorphed into this form while under a truth spell?
    >> Anonymous 02/12/10(Fri)18:55 No.8054299

    Heh. We are Hretmar's version of simcity
    >> Anonymous 02/12/10(Fri)18:55 No.8054302
    best. god. ever.
    >> Anonymous 02/12/10(Fri)18:55 No.8054303

    That's a very good idea. And so is the track-erasing idea.

    What other buildings were we going to make though? Maybe we can tailor immigrant requirements to those?
    >> Anonymous 02/12/10(Fri)18:56 No.8054311
    If he's shielding us from divination... can he tell if anything pings off his shield? Has anything?
    >> Anonymous 02/12/10(Fri)18:56 No.8054328

    What luck to get him as a god! We should build a nice library and buy books to please him. Ask if he's got any preferences.
    >> Anonymous 02/12/10(Fri)18:57 No.8054333
    you now realize that my term "trade skills" was meant to be a thinly veiled open door policy (for now), that affords us the flexibility to define as we see fit as the needs of our town change.

    in other words, if we need farmers, then farming is a trade skill. If we're over populated or have too many farmers, then it is no longer a trade skill.
    Running a town requires tough decisions that may screw a few over so that the whole will survive, but it's a precaution we have to take.

    Unless we don't care about anything long term. If that's the case, lets just let everyone that shows up do as they wish. What could possibly go wrong, am I right?
    >> Researcher Sam 02/12/10(Fri)18:58 No.8054349
    Well, that would be nice, but then we face the problem of the Capitol; we'll need to converse with people sometime to gain an audience and to be let into the city. It might be a good idea to take one of the twins with us, since they've been in the army and might have some contacts who could help us.

    Come to think of it, they're smart guys, why not ask them if THEY have any ideas on how to handle the immigrants?
    >> Anonymous 02/12/10(Fri)18:59 No.8054369


    >> ★ Subprocessor DM 02/12/10(Fri)19:00 No.8054373
    rolled 4, 2, 3 = 9

    So far, no. If there have been any more searches for you, they have been too subtle for him to detect.

    He likes history. He's been around for a long, long time, but he can't keep track of everything at once. He's missed a lot.
    >> Anonymous 02/12/10(Fri)19:01 No.8054383

    Asking the elders/twins is a good idea. Also wondering what is it that we have that is good enough to get us pardoned from the king?? If we offer him the entire bag of gems and offer to fix his tower that we broke would that be enough?? DM subproc, and anon please speculate!
    >> Anonymous 02/12/10(Fri)19:02 No.8054393

    Hearing you. That's why maybe we should optimise who we need according to what we're building/working on!
    >> Anonymous 02/12/10(Fri)19:03 No.8054410
    If we manage to get shrinking to work, we might be able to go to the capitol without getting immediately shot, and then use our wealth to buy ourselves a position as a minor noble/someone not to be killed out of hand. It was implied that such might be possible previously.
    >> ★ Subprocessor DM 02/12/10(Fri)19:04 No.8054415
    rolled 1, 1, 1 = 3

    The twins favor a military-style recruitment program. Those that are selected to enter the town itself would be subjected to a sort of indoctrination, disguised as a short 'study' whereby they learn the laws, customs, traditions and such. At the end of it, they would meet the patron of the town, a chained spirit of the North that one of the elders captured and bound to serve the general welfare of the people decades ago. Any problems would be addressed by Jerith's brain massage.
    >> Anonymous 02/12/10(Fri)19:06 No.8054450

    Would this style of immigration control be construed as "strange" with regard to common town immigration practices? If so, is it so bad it will be commented upon?
    >> Anonymous 02/12/10(Fri)19:07 No.8054466
    If I was a king, and a frost giant walked up asking for a pardon while my country was at war, I would make his/her pardon dependant on military service.

    A frost giant would be a huge asset on the battlefield, and leaving her to run some backwater town in some ignored corner of my kingdom would be an almost criminal mis-use of military resources.
    Just saying, it's what I would be thinking in the king's shoes.

    Or I would just have her killed on the spot as that's a lot of potentially bad days to have sitting around in my back yard.
    >> Anonymous 02/12/10(Fri)19:07 No.8054468
    Something(s) to add to the list of things to do:
    Poor more resources into the smithy.
    Begin having them practice forging armor/weapons.

    These are requisites of the goal:
    Get a DaemonSteel Sword and armor

    Which in Turn is part of the goal:
    Get the fuck to the Wall of Knowledge and make it back in one piece.

    Also, if we can learn JUST ENOUGH fire magic to set a sword-blade aflame we'll bry be that much closer.
    >> Anonymous 02/12/10(Fri)19:08 No.8054482


    Well the indoctrination could work, though maybe we could make it a bit more benign - more of a 'get to know our socialist worker's paradise!' thing than a military thing.

    We shouldn't rely wholly on Jerith to erase their memory; and if they walk away with word of some strange cultish indoctrination from the village...
    >> Anonymous 02/12/10(Fri)19:09 No.8054494
    better yet, set it afrost.
    >> Researcher Sam 02/12/10(Fri)19:09 No.8054497
    But I thought Lark was too weak to summon a spirit? Wouldn't it be better for US to pose as the patron spirit, since that's what we are?
    >> Anonymous 02/12/10(Fri)19:10 No.8054517

    And we could have hilarious sequences where we babble and speak in Frost Giant tongue while the elders pretend to interpret the words of the Village Spirit, eh?
    >> ★ Subprocessor DM 02/12/10(Fri)19:10 No.8054526
    rolled 3, 1, 2 = 6

    The towns vary widely in their practices. It would be seen as unusual, but those aware of it would probably assume it was justified paranoia, given the war, Demon attacks, roaming Frost Giants, and whatever else has happened recently. Town elders are notoriously suspicious of newcomers, anyway.

    A Frost Giant would be of limited use against Forus, considering their propensity for fire magic.
    >> ★ Subprocessor DM 02/12/10(Fri)19:11 No.8054533
    rolled 2, 2, 4 = 8

    ...That was the plan. Sorry for confusing you.
    >> Researcher Sam 02/12/10(Fri)19:12 No.8054548
    We could work with the Sapper Corp, what with our abilities in Earth Shaping. We can, with some more practice, probably learn to make walls and bulwarks on the fly.
    >> Anonymous 02/12/10(Fri)19:12 No.8054559
    we really need to obtain a way to shrink down to human size. it has to be easily reversable, however. a magic trinket with an on/off switch would be great, as would be casting "temporary human size" or somesuch. time to research polymorph spells!
    >> Anonymous 02/12/10(Fri)19:13 No.8054567

    Was there any progress on our fire defense armor/magic front?
    >> ★ Subprocessor DM 02/12/10(Fri)19:13 No.8054583
    rolled 2, 5, 4 = 11

    Indeed. A skilled mage is always useful, I suppose.
    >> Anonymous 02/12/10(Fri)19:13 No.8054586

    So shall we put it in action? Softening it a little, instead of making it military-style?
    >> Anonymous 02/12/10(Fri)19:14 No.8054604

    Or with the artillery/support unit. Lobbing Ice grenades hundreds of yards into enemy lines should be effective. And our Ice lance may still be effective at range, depending on how much it spreads out as it travels...
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)19:15 No.8054619
    That's was one of the main reasons i suggested raising the wall in the first place.
    >> ★ Subprocessor DM 02/12/10(Fri)19:16 No.8054630
    rolled 2, 6, 4 = 12

    The Demonskin not being used for smithing clothes was fashioned into giant-size gloves and a shirt. It's a start.

    Your cold aura can quench fire, but can so far only weaken fire attacks, not obstruct them. You're working on summoning some solid armor.
    >> Anonymous 02/12/10(Fri)19:17 No.8054654

    To be honest, rammed earth might make a better material than cut stone for walls. It requires no skill, just lots of labour, and it lasts forever.

    And the polymorph idea sounds good...
    >> Anonymous 02/12/10(Fri)19:18 No.8054659

    Perhaps we can exercise our stone wall building skills by upgrading the granary/mill to stone...also our fake hiding granary could be made of stone also...
    >> ★ Subprocessor DM 02/12/10(Fri)19:18 No.8054665
    rolled 4, 2, 1 = 7

    They're ready when you are. If you approve it, Bem will lead any migrants back here, once all your preparations for stealth and escape (if any) are done.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)19:19 No.8054677
    We could do
    >> Researcher Sam 02/12/10(Fri)19:20 No.8054703
    Then let us work on those quick-escape plans.
    >> Anonymous 02/12/10(Fri)19:21 No.8054717
    Continue physical training,

    We might not have a giant sized sword, but eventually we will. Its all well and good to be in peak physical fitness, but without training, its worthless.
    Build a Giant-sized wooden sword and take some lessons from the Miliraty guys.
    >> Anonymous 02/12/10(Fri)19:21 No.8054718

    the watt engine was only 1 Hp at the beginning and it was enough to kick start the revolution.
    and the revolution was not steam only for the first half at least the majority of the power came from waterwheels
    >> Researcher Sam 02/12/10(Fri)19:22 No.8054731
    We already have a perfectly good ax. Why switch when we've already put work into our axmanship?
    >> ★ Subprocessor DM 02/12/10(Fri)19:23 No.8054748
    rolled 1, 1, 3 = 5

    You already possess a shortsword the length of your forearm. This has been sufficient so far.
    >> Anonymous 02/12/10(Fri)19:27 No.8054830
    OK. Point.

    All the same, I think we need as much training as we can get. Brute strength alone is enough against teeny-tiny foes. If we're going to stand any chance against anything our size, we need more than mother-wit on our side.

    Swordsmanship or axemanship, whichever. We need to become skilled at a weapon while the town advances.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)19:28 No.8054857
    >A Frost Giant would be of limited use against Forus, considering their propensity for fire magic.

    If ice is weak against fire, wouldn't that work other way around? I.E. ice spells being very effective against fire magic users?
    >> Anonymous 02/12/10(Fri)19:30 No.8054880

    Quick escape: a small opening in the wall on the north or west side. Since visitors will come from the south, we'll disappear from there.
    >> ★ Subprocessor DM 02/12/10(Fri)19:30 No.8054892
    rolled 2, 5, 2 = 9

    Weapon practice added to list.

    It is easier to melt than to freeze. You can work around a frostbitten arm easier than one that is on fire. Besides that, you're naturally weak to flame.
    >> Anonymous 02/12/10(Fri)19:31 No.8054897

    Unless it's magic-wheel style, where water does well against fire, but not ice.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)19:32 No.8054922
    >You can work around a frostbitten arm easier than one that is on fire.

    Well actually frostbite usually as bad, if not worse that heavy burns.
    >> Anonymous 02/12/10(Fri)19:33 No.8054924
    I liked the "secret escape tunnel" concept, but we're fourteen feet tall. Any escape plan we have can't be that secret.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)19:34 No.8054946
    It must be high enough for us to crawl through, and we can make with our geomancy powers.
    >> ★ Subprocessor DM 02/12/10(Fri)19:36 No.8054971
    rolled 4, 2, 1 = 7

    Fire spreads quickly and incapacitates due to the 'OH GOD I'M ON FIRE' reflex. There is no ice-sphere counterpart to napalm. That you've discovered, anyway.
    >> Researcher Sam 02/12/10(Fri)19:37 No.8054981
    Maybe we can try something with dry ice...
    >> ★ Subprocessor DM 02/12/10(Fri)19:38 No.8054989
    rolled 1, 6, 2 = 9

    You can make dry ice grenades but it takes a hilarious amount of power.

    Here's the current list, simply because:

    Auto-generate defense tasks like archery training
    Educate the villagers so that the knowledge is self sustainable
    Use earth magic to detect shallow deposits in forest, dig them up with ice
    Build up the town to take advantage of the natural resources such as explosion trees and mining
    Use Printing Press
    Expand Bath-House
    Build Laboratory
    Work on reducing our weakness to fire, be it through magic or armor.
    Harness methane gas
    Learn more magic, ice-scrying
    Continue to produce alcohol
    Continue to learn Frost Giant language
    Develop track-erasing charm
    Have twins and elders question new migrants
    Fake granary hiding place with escape tunnel
    Secret opening along North side of palisade
    Expand forge, have blacksmiths practice making weapons and armor
    Goal: Magma Steel armor and weapons, fireproof clothing
    Weapon practice
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)19:41 No.8055008
    Frost burn can be almost just as painful as fire. If you could be able to summon cold air and powerful squall you would able to kill armies if they are dressed for warm climate.
    >> Rolled 1 + 19 = 20 02/12/10(Fri)19:41 No.8055010
    > There is no ice-sphere counterpart to napalm. That you've discovered, anyway.

    Ice that keeps icing? We just need to drop an ice grenade's temperature low enough. If we can even get a golf ball of anything down to 0°K, shattering it and increasing its surface area will sap alot of heat from an area. Anywhere even a fleck lands would start frosting over.
    >> Researcher Sam 02/12/10(Fri)19:42 No.8055018
    >Ice that keeps icing


    We need Ice Nine.
    >> Anonymous 02/12/10(Fri)19:43 No.8055032

    Use earth magic to detect shallow deposits in forest, dig them up with ice

    -Move to low-priority

    Use Printing Press

    -Move to low priority

    Expand Bath-House

    Is this done now?

    Harness methane gas

    I think we've done the basics of this, we may be able to change it to expand methane gas capture and put it on low prior.

    Learn more magic, ice-scrying

    -Low priority
    >> Anonymous 02/12/10(Fri)19:45 No.8055043
    whats the flow rate of the stream running throught the town failing that what is the average depth, average widith and average flow speed.
    how much of a slope is the town land/surrounding land/stream on.
    and for the bellows in the forge we can put a cam and lever arrangement on the end of a shaft running from a waterwheel and hook it to the bellows
    >> ★ Subprocessor DM 02/12/10(Fri)19:45 No.8055045
    rolled 4, 2, 1 = 7

    Alright. Ice is powerful. Cold is powerful. Both are devastating when used against normal humans. Fire mages, with their command of heat, are less vulnerable. Simple as that.

    Added to list.
    >> Researcher Sam 02/12/10(Fri)19:47 No.8055081
    No, no, do not actually attempt to create Ice Nine, dear god did you not read the book? If even a single molecule of that finds its way into a river or the ocean we're all doomed. Doomed do you hear me!

    But if we can find something like it that doesn't have such a high risk of ending the world, I say we go for it.
    >> Anonymous 02/12/10(Fri)19:48 No.8055095

    To clarify the last point. I meant that we should put ice-scrying on low priority. Not magic in general.
    >> Anonymous 02/12/10(Fri)19:50 No.8055107
    I consider more magic, including scrying, a rather high priority. There will be a lot of snow here soon, and that'll make scrying incredibly useful if we can get it usable reliably. Eventually we start casting spells through it, and things get really fun.
    >> ★ Subprocessor DM 02/12/10(Fri)19:50 No.8055115
    rolled 4, 2, 2 = 8

    The list isn't in any particular priority, but noted. The Bathouse still lacks a hot section.

    The stream follows a gradual downward slope, barely noticeable. It is about two feet deep at the most, averaging about ten inches. It's as wide as a house. Flow speed is relatively low.

    Auto-bellows added to list.

    Actual Ice-Nine would qualify as an apocalyptic spell. I don't think you're in any danger of learning it.
    >> Researcher Sam 02/12/10(Fri)19:53 No.8055136
    >The Bathhouse still lacks a hot section.

    Says here we have a hot/warm bathhouse section.
    >> Anonymous 02/12/10(Fri)19:54 No.8055138
    As far as learning something a bit more advanced with our ice magic, would it be possible to learn how to either do some weather manipulation, or learn how to gather and freeze large amounts of water in the atmosphere to rain down icey comets of doom?
    >> Rolled 1 + 19 = 20 02/12/10(Fri)19:54 No.8055147
    >or learn how to gather and freeze large amounts of water in the atmosphere to rain down icey comets of doom?

    I like you.
    >> Anonymous 02/12/10(Fri)19:56 No.8055166

    It may be a decent spell up here but if we get sent down to the war it wouldn't be that useful. I guess it's usefulness depends on our chances of going to war vs. staying here.
    >> ★ Subprocessor DM 02/12/10(Fri)19:57 No.8055174
    rolled 4, 5, 5 = 14

    Its design is based on the Roman style, which incorporates cold, warm, and hot sections. The first two are complete.

    That's a fairly simple concept, but to make it truly effective would require a lot of energy. Added.
    >> Anonymous 02/12/10(Fri)19:57 No.8055176
    We're not going to war in the immediate future. Hell, I don't want to go to war at all.
    >> Anonymous 02/12/10(Fri)19:57 No.8055179
    Is it just me or are we autosaging?
    >> Adaptive Manipulator 02/12/10(Fri)19:58 No.8055183
    >Actual Ice-Nine would qualify as an apocalyptic spell. I don't think you're in any danger of learning it.

    Not yet, I hope.
    >> Temporal Namefag !!gFqYLt5Vmc+ 02/12/10(Fri)19:59 No.8055199
    The shower of extremely sharp ice-needles would also be cool.
    >> Anonymous 02/12/10(Fri)19:59 No.8055206

    10 inch avrage and as wide as a house? can i assume that to be 20 foot wide and the flow rate at 2 foot/s. as a side note a stream 20 foot wide and 10 inches deep would point to a shallow layer of topsoil with either a clay or rocky soil base, this is not such a good thing for farming
    >> Anonymous 02/12/10(Fri)20:00 No.8055208

    Or even just raising a freezing gale in the faces of our enemies, that would be effective enough!
    >> Rolled 1 + 19 = 20 02/12/10(Fri)20:01 No.8055223
    Actually... how about this...

    Cold Lightsaber.

    Take all the heat-sapping we're doing to a large area, and constrain/condense that into a sword-sized bar emanating from our hand. It'd be immaterial, so you can't block it, and if the temperature is low enough, we could flash-freeze whatever we "slash".

    You could freeze someone in the heart or throat.
    >> ★ Subprocessor DM 02/12/10(Fri)20:02 No.8055239
    rolled 5, 4, 5 = 14

    We are.

    I don't know much about that subject. If anything doesn't make sense for some reason, I'll have to alter it.
    >> Anonymous 02/12/10(Fri)20:03 No.8055252
    We need to start getting immigrants in. Just find some impromptu way to hide, and see how they react to the village...
    >> Anonymous 02/12/10(Fri)20:03 No.8055257

    that sounds really cool actually.

    Guess this thread's almost over. Time for new thread and archive.
    >> Anonymous 02/12/10(Fri)20:09 No.8055312
    Archive'd. Voting commences.
    >> ★ Subprocessor DM 02/12/10(Fri)20:09 No.8055316
    rolled 1, 2, 4 = 7

    Thank you for the archive.

    New thread:
    >> Anonymous 02/12/10(Fri)20:14 No.8055410

    it really depends on you definition of stream i would call the numbers you gave me a small river to me a creek is anything under a meter in width and average depth. if you want just give em a value mesured in cumecs(cubic meters/s) 1.0 is small river in dry country up to 3-4 in wet country.

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